DM-Crater

A Map for Unreal Tournament 2004

Small 4-8 player Handpainted UT2004 map, set in a colourful alien environment.

Small 4-8 player Handpainted UT2004 map, set in a colourful alien environment.
You can see more screenshots following the link below
http://abishopart.wix.com/abishopart#!dm-crater-ut2004/c1gw8
and find out more about myself here
http://stormandy.blogspot.co.uk/
Thanks for reading and enjoy :)

Files

Posts

> **Posted by Cybermax**
>
> Nice work! I like It!
Hey Cybermax,
Glad you enjoyed the map. Although I would appreciate it if you gave a reason for the rating if any in future.
Cheers,
-Andy
Mega Bananite

Cheers ^_^ the feature is much appreciated, it's been really nice to see how many people still play going strong 11 years later :D, its still my favorite PC FPS :)
> **Posted by Corvalho**
>
> Amazing work, the map turned out really great! I'm featuring this on the home page.
Mega Bananite

Hey Jefe,
Thanks for the feedback, I'll take a look later after work :) I think it might be best for me to create a new collision mesh for the weapon bases than disable it entirely.
Cheers,
-Andy
Mega Bananite

Very pretty textures and meshes, great sense of style. I especially love the skydome, it is beautiful. The layout is very simple and small, I wanted a bit more to explore.
That said, it does have some flaws, and some simple steps would make this map better.
*Most textures are uncompressed. Materials without alpha should be compressed to DXT1, masked to DXT3, with blended alpha to DXT5. This will massively reduce file size.
*Some of the texture scaling seemed off to me, particularly in the caves. Scaling it up a bit would look more natural, and minimize the banding effect. You can use a texscaler to do this, rather than editing the meshes directly.
*No level screenshot, in-game name ("Untitled",) description or music set. These are all found in the Level Properties (F6 in Unreal Ed.) To set music, just type in the name of a default track like KR-Atlantis or Level5.
*FPS drops near the middle of the map. One reason for this is the level design; an arena layout is difficult to optimize because there's very little that you can possibly occlude. Another reason is that the leaves are set to DXT5 rather than DXT3 - masked is much more efficient for the game to render, especially when there are multiple layers, such as on trees. One other thing you can do is set a cull distance on your foliage, emitters and other small decorations so that the game removes it once you are a certain distance away.
*No ambient sounds. These add to the atmosphere and make it seem more immersive. This is especially noticeable without a music track.
*Collision is problematic in some areas. I would suggest turning off collision on your weapon base meshes since they are easy to snag on. There should also be a blocking volume over the level to prevent players from getting out.